/Engine/Source/Runtime/Engine/Classes/GameFramework/WorldSettings.h
struct FLightmassWorldInfoSettings
uint8: 1
bCompressLightmaps
Whether to compress lightmap textures.
uint8: 1
bGenerateAmbientOcclusionMaterialMask
Whether to generate textures storing the AO computed by Lightmass.
uint8: 1
bUseAmbientOcclusion
If true, AmbientOcclusion will be enabled.
uint8: 1
bVisualizeAmbientOcclusion
If true, override normal direct and indirect lighting with just the AO term.
uint8: 1
bVisualizeMaterialDiffuse
If true, override normal direct and indirect lighting with just the exported diffuse term.
float
DiffuseBoost
Scales the diffuse contribution of all materials in the scene.
float
DirectIlluminationOcclusionFraction
How much of the AO to apply to direct lighting.
float
EmissiveBoost
Scales the emissive contribution of all materials in the scene.
FColor
EnvironmentColor
Represents a constant color light surrounding the upper hemisphere of the level, like a sky.
float
EnvironmentIntensity
Scales EnvironmentColor to allow independent color and brightness controls.
float
FullyOccludedSamplesFraction
Fraction of samples taken that must be occluded in order to reach full occlusion.
float
IndirectIlluminationOcclusionFraction
How much of the AO to apply to indirect lighting.
float
IndirectLightingQuality
Warning: Setting this higher than 1 will greatly increase build times! Can be used to increase the GI solver sample counts in order to get higher quality for levels that need it.
float
IndirectLightingSmoothness
Smoothness factor to apply to indirect lighting.
float
MaxOcclusionDistance
Maximum distance for an object to cause occlusion on another object.
int32
NumIndirectLightingBounces
Number of light bounces to simulate for point / spot / directional lights, starting from the light source.
int32
NumSkyLightingBounces
Number of skylight and emissive bounces to simulate.
float
OcclusionExponent
Higher exponents increase contrast.
float
StaticLightingLevelScale
Warning: Setting this to less than 1 will greatly increase build times! Scale of the level relative to real world scale (1 Unreal Unit = 1 cm).
TEnumAsByte< en...
VolumeLightingMethod
Technique to use for providing precomputed lighting at all positions inside the Lightmass Importance Volume
float
VolumeLightSamplePlacementScale
Scales the distances at which volume lighting samples are placed.
float
VolumetricLightmapDetailCellSize
Size of an Volumetric Lightmap voxel at the highest density (used around geometry), in world space units.
float
VolumetricLightmapMaximumBrickMemoryMb
Maximum amount of memory to spend on Volumetric Lightmap Brick data.
float
VolumetricLightmapSphericalHarmonicSmoothing
Controls how much smoothing should be done to Volumetric Lightmap samples during Spherical Harmonic de-ringing.